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CGHeroInstance.cpp 41 KB

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  1. /*
  2. * CGHeroInstance.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CGHeroInstance.h"
  12. #include "../NetPacks.h"
  13. #include "../CGeneralTextHandler.h"
  14. #include "../CHeroHandler.h"
  15. #include "../CModHandler.h"
  16. #include "../CSoundBase.h"
  17. #include "../spells/CSpellHandler.h"
  18. #include "CObjectClassesHandler.h"
  19. #include "../IGameCallback.h"
  20. #include "../CGameState.h"
  21. #include "../CCreatureHandler.h"
  22. #include "../BattleState.h"
  23. ///helpers
  24. static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID)
  25. {
  26. InfoWindow iw;
  27. iw.soundID = soundID;
  28. iw.player = playerID;
  29. iw.text.addTxt(MetaString::ADVOB_TXT,txtID);
  30. IObjectInterface::cb->sendAndApply(&iw);
  31. }
  32. static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID)
  33. {
  34. const PlayerColor playerID = h->getOwner();
  35. showInfoDialog(playerID,txtID,soundID);
  36. }
  37. static int lowestSpeed(const CGHeroInstance * chi)
  38. {
  39. if(!chi->Slots().size())
  40. {
  41. logGlobal->errorStream() << "Error! Hero " << chi->id.getNum() << " ("<<chi->name<<") has no army!";
  42. return 20;
  43. }
  44. auto i = chi->Slots().begin();
  45. //TODO? should speed modifiers (eg from artifacts) affect hero movement?
  46. int ret = (i++)->second->valOfBonuses(Bonus::STACKS_SPEED);
  47. for (;i!=chi->Slots().end();i++)
  48. {
  49. ret = std::min(ret, i->second->valOfBonuses(Bonus::STACKS_SPEED));
  50. }
  51. return ret;
  52. }
  53. ui32 CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainTile &from) const
  54. {
  55. unsigned ret = GameConstants::BASE_MOVEMENT_COST;
  56. //if there is road both on dest and src tiles - use road movement cost
  57. if(dest.roadType != ERoadType::NO_ROAD && from.roadType != ERoadType::NO_ROAD)
  58. {
  59. int road = std::min(dest.roadType,from.roadType); //used road ID
  60. switch(road)
  61. {
  62. case ERoadType::DIRT_ROAD:
  63. ret = 75;
  64. break;
  65. case ERoadType::GRAVEL_ROAD:
  66. ret = 65;
  67. break;
  68. case ERoadType::COBBLESTONE_ROAD:
  69. ret = 50;
  70. break;
  71. default:
  72. logGlobal->errorStream() << "Unknown road type: " << road << "... Something wrong!";
  73. break;
  74. }
  75. }
  76. else if(!hasBonusOfType(Bonus::NO_TERRAIN_PENALTY, from.terType))
  77. {
  78. // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
  79. // This is clearly bug in H3 however intended behaviour is not clear.
  80. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
  81. // will always have best penalty without any influence from player-defined stacks order
  82. for(auto stack : stacks)
  83. {
  84. int nativeTerrain = VLC->townh->factions[stack.second->type->faction]->nativeTerrain;
  85. if(nativeTerrain != -1 && nativeTerrain != from.terType)
  86. {
  87. ret = VLC->heroh->terrCosts[from.terType];
  88. ret -= getSecSkillLevel(SecondarySkill::PATHFINDING) * 25;
  89. if(ret < GameConstants::BASE_MOVEMENT_COST)
  90. ret = GameConstants::BASE_MOVEMENT_COST;
  91. break;
  92. }
  93. }
  94. }
  95. return ret;
  96. }
  97. int3 CGHeroInstance::convertPosition(int3 src, bool toh3m) //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
  98. {
  99. if (toh3m)
  100. {
  101. src.x+=1;
  102. return src;
  103. }
  104. else
  105. {
  106. src.x-=1;
  107. return src;
  108. }
  109. }
  110. int3 CGHeroInstance::getPosition(bool h3m) const //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
  111. {
  112. if (h3m)
  113. {
  114. return pos;
  115. }
  116. else
  117. {
  118. return convertPosition(pos,false);
  119. }
  120. }
  121. bool CGHeroInstance::canWalkOnSea() const
  122. {
  123. return hasBonusOfType(Bonus::FLYING_MOVEMENT) || hasBonusOfType(Bonus::WATER_WALKING);
  124. }
  125. ui8 CGHeroInstance::getSecSkillLevel(SecondarySkill skill) const
  126. {
  127. for(auto & elem : secSkills)
  128. if(elem.first == skill)
  129. return elem.second;
  130. return 0;
  131. }
  132. void CGHeroInstance::setSecSkillLevel(SecondarySkill which, int val, bool abs)
  133. {
  134. if(getSecSkillLevel(which) == 0)
  135. {
  136. secSkills.push_back(std::pair<SecondarySkill,ui8>(which, val));
  137. updateSkill(which, val);
  138. }
  139. else
  140. {
  141. for (auto & elem : secSkills)
  142. {
  143. if(elem.first == which)
  144. {
  145. if(abs)
  146. elem.second = val;
  147. else
  148. elem.second += val;
  149. if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
  150. {
  151. logGlobal->warnStream() << "Warning: Skill " << which << " increased over limit! Decreasing to Expert.";
  152. elem.second = 3;
  153. }
  154. updateSkill(which, elem.second); //when we know final value
  155. }
  156. }
  157. }
  158. }
  159. bool CGHeroInstance::canLearnSkill() const
  160. {
  161. return secSkills.size() < GameConstants::SKILL_PER_HERO;
  162. }
  163. int CGHeroInstance::maxMovePoints(bool onLand) const
  164. {
  165. int base;
  166. if(onLand)
  167. {
  168. // used function is f(x) = 66.6x + 1300, rounded to second digit, where x is lowest speed in army
  169. static const int baseSpeed = 1300; // base speed from creature with 0 speed
  170. int armySpeed = lowestSpeed(this) * 20 / 3;
  171. base = armySpeed * 10 + baseSpeed; // separate *10 is intentional to receive same rounding as in h3
  172. vstd::abetween(base, 1500, 2000); // base speed is limited by these values
  173. }
  174. else
  175. {
  176. base = 1500; //on water base movement is always 1500 (speed of army doesn't matter)
  177. }
  178. const Bonus::BonusType bt = onLand ? Bonus::LAND_MOVEMENT : Bonus::SEA_MOVEMENT;
  179. const int bonus = valOfBonuses(Bonus::MOVEMENT) + valOfBonuses(bt);
  180. const int subtype = onLand ? SecondarySkill::LOGISTICS : SecondarySkill::NAVIGATION;
  181. const double modifier = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, subtype) / 100.0;
  182. return int(base* (1+modifier)) + bonus;
  183. }
  184. CGHeroInstance::CGHeroInstance()
  185. : IBoatGenerator(this)
  186. {
  187. setNodeType(HERO);
  188. ID = Obj::HERO;
  189. tacticFormationEnabled = inTownGarrison = false;
  190. mana = movement = portrait = -1;
  191. isStanding = true;
  192. moveDir = 4;
  193. level = 1;
  194. exp = 0xffffffff;
  195. visitedTown = nullptr;
  196. type = nullptr;
  197. boat = nullptr;
  198. commander = nullptr;
  199. sex = 0xff;
  200. secSkills.push_back(std::make_pair(SecondarySkill::DEFAULT, -1));
  201. }
  202. void CGHeroInstance::initHero(HeroTypeID SUBID)
  203. {
  204. subID = SUBID.getNum();
  205. initHero();
  206. }
  207. void CGHeroInstance::setType(si32 ID, si32 subID)
  208. {
  209. assert(ID == Obj::HERO); // just in case
  210. type = VLC->heroh->heroes[subID];
  211. portrait = type->imageIndex;
  212. CGObjectInstance::setType(ID, type->heroClass->id);
  213. randomizeArmy(type->heroClass->faction);
  214. }
  215. void CGHeroInstance::initHero()
  216. {
  217. assert(validTypes(true));
  218. if(!type)
  219. type = VLC->heroh->heroes[subID];
  220. if (ID == Obj::HERO)
  221. appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->id)->getTemplates().front();
  222. if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell
  223. {
  224. for(auto spellID : type->spells)
  225. spells.insert(spellID);
  226. }
  227. else //remove placeholder
  228. spells -= SpellID::PRESET;
  229. if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
  230. putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(0));
  231. if(!getArt(ArtifactPosition::MACH4))
  232. putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(3)); //everyone has a catapult
  233. if(portrait < 0 || portrait == 255)
  234. portrait = type->imageIndex;
  235. if(!hasBonus(Selector::sourceType(Bonus::HERO_BASE_SKILL)))
  236. {
  237. for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
  238. {
  239. pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
  240. }
  241. }
  242. if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
  243. secSkills = type->secSkillsInit;
  244. if (!name.length())
  245. name = type->name;
  246. if (sex == 0xFF)//sex is default
  247. sex = type->sex;
  248. setFormation(false);
  249. if (!stacksCount()) //standard army//initial army
  250. {
  251. initArmy();
  252. }
  253. assert(validTypes());
  254. if(exp == 0xffffffff)
  255. {
  256. initExp();
  257. }
  258. else
  259. {
  260. levelUpAutomatically();
  261. }
  262. if (VLC->modh->modules.COMMANDERS && !commander)
  263. {
  264. commander = new CCommanderInstance(type->heroClass->commander->idNumber);
  265. commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
  266. commander->giveStackExp (exp); //after our exp is set
  267. }
  268. if (mana < 0)
  269. mana = manaLimit();
  270. }
  271. void CGHeroInstance::initArmy(IArmyDescriptor *dst /*= nullptr*/)
  272. {
  273. if(!dst)
  274. dst = this;
  275. int howManyStacks = 0; //how many stacks will hero receives <1 - 3>
  276. int pom = cb->gameState()->getRandomGenerator().nextInt(99);
  277. int warMachinesGiven = 0;
  278. if(pom < 9)
  279. howManyStacks = 1;
  280. else if(pom < 79)
  281. howManyStacks = 2;
  282. else
  283. howManyStacks = 3;
  284. vstd::amin(howManyStacks, type->initialArmy.size());
  285. for(int stackNo=0; stackNo < howManyStacks; stackNo++)
  286. {
  287. auto & stack = type->initialArmy[stackNo];
  288. int count = cb->gameState()->getRandomGenerator().nextInt(stack.minAmount, stack.maxAmount);
  289. if(stack.creature >= CreatureID::CATAPULT &&
  290. stack.creature <= CreatureID::ARROW_TOWERS) //war machine
  291. {
  292. warMachinesGiven++;
  293. if(dst != this)
  294. continue;
  295. int slot = -1;
  296. ArtifactID aid = ArtifactID::NONE;
  297. switch (stack.creature)
  298. {
  299. case CreatureID::CATAPULT:
  300. slot = ArtifactPosition::MACH4;
  301. aid = ArtifactID::CATAPULT;
  302. break;
  303. default:
  304. aid = CArtHandler::creatureToMachineID(stack.creature);
  305. slot = 9 + aid;
  306. break;
  307. }
  308. auto convSlot = ArtifactPosition(slot);
  309. if(!getArt(convSlot))
  310. putArtifact(convSlot, CArtifactInstance::createNewArtifactInstance(aid));
  311. else
  312. logGlobal->warnStream() << "Hero " << name << " already has artifact at " << slot << ", omitting giving " << aid;
  313. }
  314. else
  315. dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
  316. }
  317. }
  318. CGHeroInstance::~CGHeroInstance()
  319. {
  320. commander.dellNull();
  321. }
  322. bool CGHeroInstance::needsLastStack() const
  323. {
  324. return true;
  325. }
  326. void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
  327. {
  328. if(h == this) return; //exclude potential self-visiting
  329. if (ID == Obj::HERO)
  330. {
  331. if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero
  332. {
  333. //exchange
  334. cb->heroExchange(h->id, id);
  335. }
  336. else //battle
  337. {
  338. if(visitedTown) //we're in town
  339. visitedTown->onHeroVisit(h); //town will handle attacking
  340. else
  341. cb->startBattleI(h, this);
  342. }
  343. }
  344. else if(ID == Obj::PRISON)
  345. {
  346. int txt_id;
  347. if (cb->getHeroCount(h->tempOwner, false) < VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER)//GameConstants::MAX_HEROES_PER_PLAYER) //free hero slot
  348. {
  349. cb->changeObjPos(id,pos+int3(1,0,0),0);
  350. //update hero parameters
  351. SetMovePoints smp;
  352. smp.hid = id;
  353. smp.val = maxMovePoints (true); //TODO: hota prison on water?
  354. cb->setMovePoints (&smp);
  355. cb->setManaPoints (id, manaLimit());
  356. cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34
  357. cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player
  358. txt_id = 102;
  359. }
  360. else //already 8 wandering heroes
  361. {
  362. txt_id = 103;
  363. }
  364. showInfoDialog(h,txt_id,soundBase::ROGUE);
  365. }
  366. }
  367. std::string CGHeroInstance::getObjectName() const
  368. {
  369. if(ID != Obj::PRISON)
  370. {
  371. std::string hoverName = VLC->generaltexth->allTexts[15];
  372. boost::algorithm::replace_first(hoverName,"%s",name);
  373. boost::algorithm::replace_first(hoverName,"%s", type->heroClass->name);
  374. return hoverName;
  375. }
  376. else
  377. return CGObjectInstance::getObjectName();
  378. }
  379. const std::string & CGHeroInstance::getBiography() const
  380. {
  381. if (biography.length())
  382. return biography;
  383. return type->biography;
  384. }
  385. ui8 CGHeroInstance::maxlevelsToMagicSchool() const
  386. {
  387. return type->heroClass->isMagicHero() ? 3 : 4;
  388. }
  389. ui8 CGHeroInstance::maxlevelsToWisdom() const
  390. {
  391. return type->heroClass->isMagicHero() ? 3 : 6;
  392. }
  393. void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
  394. {
  395. magicSchoolCounter = 1;
  396. }
  397. void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
  398. {
  399. wisdomCounter = 1;
  400. }
  401. void CGHeroInstance::initObj()
  402. {
  403. blockVisit = true;
  404. auto hs = new HeroSpecial();
  405. hs->setNodeType(CBonusSystemNode::SPECIALTY);
  406. attachTo(hs); //do we ever need to detach it?
  407. if(!type)
  408. initHero(); //TODO: set up everything for prison before specialties are configured
  409. skillsInfo.rand.setSeed(cb->gameState()->getRandomGenerator().nextInt());
  410. skillsInfo.resetMagicSchoolCounter();
  411. skillsInfo.resetWisdomCounter();
  412. if (ID != Obj::PRISON)
  413. {
  414. auto customApp = VLC->objtypeh->getHandlerFor(ID, type->heroClass->id)->getOverride(cb->gameState()->getTile(visitablePos())->terType, this);
  415. if (customApp)
  416. appearance = customApp.get();
  417. }
  418. for(const auto &spec : type->spec) //TODO: unfity with bonus system
  419. {
  420. auto bonus = new Bonus();
  421. bonus->val = spec.val;
  422. bonus->sid = id.getNum(); //from the hero, specialty has no unique id
  423. bonus->duration = Bonus::PERMANENT;
  424. bonus->source = Bonus::HERO_SPECIAL;
  425. switch (spec.type)
  426. {
  427. case 1:// creature specialty
  428. {
  429. hs->growsWithLevel = true;
  430. const CCreature &specCreature = *VLC->creh->creatures[spec.additionalinfo]; //creature in which we have specialty
  431. //int creLevel = specCreature.level;
  432. //if(!creLevel)
  433. //{
  434. // if(spec.additionalinfo == 146)
  435. // creLevel = 5; //treat ballista as 5-level
  436. // else
  437. // {
  438. // logGlobal->warnStream() << "Warning: unknown level of " << specCreature.namePl;
  439. // continue;
  440. // }
  441. //}
  442. //bonus->additionalInfo = spec.additionalinfo; //creature id, should not be used again - this works only with limiter
  443. bonus->limiter.reset(new CCreatureTypeLimiter (specCreature, true)); //with upgrades
  444. bonus->type = Bonus::PRIMARY_SKILL;
  445. bonus->valType = Bonus::ADDITIVE_VALUE;
  446. bonus->subtype = PrimarySkill::ATTACK;
  447. hs->addNewBonus(bonus);
  448. bonus = new Bonus(*bonus);
  449. bonus->subtype = PrimarySkill::DEFENSE;
  450. hs->addNewBonus(bonus);
  451. //values will be calculated later
  452. bonus = new Bonus(*bonus);
  453. bonus->type = Bonus::STACKS_SPEED;
  454. bonus->val = 1; //+1 speed
  455. hs->addNewBonus(bonus);
  456. }
  457. break;
  458. case 2://secondary skill
  459. hs->growsWithLevel = true;
  460. bonus->type = Bonus::SPECIAL_SECONDARY_SKILL; //needs to be recalculated with level, based on this value
  461. bonus->valType = Bonus::BASE_NUMBER; // to receive nonzero value
  462. bonus->subtype = spec.subtype; //skill id
  463. bonus->val = spec.val; //value per level, in percent
  464. hs->addNewBonus(bonus);
  465. bonus = new Bonus(*bonus);
  466. switch (spec.additionalinfo)
  467. {
  468. case 0: //normal
  469. bonus->valType = Bonus::PERCENT_TO_BASE;
  470. break;
  471. case 1: //when it's navigation or there's no 'base' at all
  472. bonus->valType = Bonus::PERCENT_TO_ALL;
  473. break;
  474. }
  475. bonus->type = Bonus::SECONDARY_SKILL_PREMY; //value will be calculated later
  476. hs->addNewBonus(bonus);
  477. break;
  478. case 3://spell damage bonus, level dependent but calculated elsewhere
  479. bonus->type = Bonus::SPECIAL_SPELL_LEV;
  480. bonus->subtype = spec.subtype;
  481. hs->addNewBonus(bonus);
  482. break;
  483. case 4://creature stat boost
  484. switch (spec.subtype)
  485. {
  486. case 1://attack
  487. bonus->type = Bonus::PRIMARY_SKILL;
  488. bonus->subtype = PrimarySkill::ATTACK;
  489. break;
  490. case 2://defense
  491. bonus->type = Bonus::PRIMARY_SKILL;
  492. bonus->subtype = PrimarySkill::DEFENSE;
  493. break;
  494. case 3:
  495. bonus->type = Bonus::CREATURE_DAMAGE;
  496. bonus->subtype = 0; //both min and max
  497. break;
  498. case 4://hp
  499. bonus->type = Bonus::STACK_HEALTH;
  500. break;
  501. case 5:
  502. bonus->type = Bonus::STACKS_SPEED;
  503. break;
  504. default:
  505. continue;
  506. }
  507. bonus->additionalInfo = spec.additionalinfo; //creature id
  508. bonus->valType = Bonus::ADDITIVE_VALUE;
  509. bonus->limiter.reset(new CCreatureTypeLimiter (*VLC->creh->creatures[spec.additionalinfo], true));
  510. hs->addNewBonus(bonus);
  511. break;
  512. case 5://spell damage bonus in percent
  513. bonus->type = Bonus::SPECIFIC_SPELL_DAMAGE;
  514. bonus->valType = Bonus::BASE_NUMBER; // current spell system is screwed
  515. bonus->subtype = spec.subtype; //spell id
  516. hs->addNewBonus(bonus);
  517. break;
  518. case 6://damage bonus for bless (Adela)
  519. bonus->type = Bonus::SPECIAL_BLESS_DAMAGE;
  520. bonus->subtype = spec.subtype; //spell id if you ever wanted to use it otherwise
  521. bonus->additionalInfo = spec.additionalinfo; //damage factor
  522. hs->addNewBonus(bonus);
  523. break;
  524. case 7://maxed mastery for spell
  525. bonus->type = Bonus::MAXED_SPELL;
  526. bonus->subtype = spec.subtype; //spell i
  527. hs->addNewBonus(bonus);
  528. break;
  529. case 8://peculiar spells - enchantments
  530. bonus->type = Bonus::SPECIAL_PECULIAR_ENCHANT;
  531. bonus->subtype = spec.subtype; //spell id
  532. bonus->additionalInfo = spec.additionalinfo;//0, 1 for Coronius
  533. hs->addNewBonus(bonus);
  534. break;
  535. case 9://upgrade creatures
  536. {
  537. const auto &creatures = VLC->creh->creatures;
  538. bonus->type = Bonus::SPECIAL_UPGRADE;
  539. bonus->subtype = spec.subtype; //base id
  540. bonus->additionalInfo = spec.additionalinfo; //target id
  541. hs->addNewBonus(bonus);
  542. bonus = new Bonus(*bonus);
  543. for(auto cre_id : creatures[spec.subtype]->upgrades)
  544. {
  545. bonus->subtype = cre_id; //propagate for regular upgrades of base creature
  546. hs->addNewBonus(bonus);
  547. bonus = new Bonus(*bonus);
  548. }
  549. vstd::clear_pointer(bonus);
  550. break;
  551. }
  552. case 10://resource generation
  553. bonus->type = Bonus::GENERATE_RESOURCE;
  554. bonus->subtype = spec.subtype;
  555. hs->addNewBonus(bonus);
  556. break;
  557. case 11://starting skill with mastery (Adrienne)
  558. setSecSkillLevel(SecondarySkill(spec.val), spec.additionalinfo, true);
  559. break;
  560. case 12://army speed
  561. bonus->type = Bonus::STACKS_SPEED;
  562. hs->addNewBonus(bonus);
  563. break;
  564. case 13://Dragon bonuses (Mutare)
  565. bonus->type = Bonus::PRIMARY_SKILL;
  566. bonus->valType = Bonus::ADDITIVE_VALUE;
  567. switch (spec.subtype)
  568. {
  569. case 1:
  570. bonus->subtype = PrimarySkill::ATTACK;
  571. break;
  572. case 2:
  573. bonus->subtype = PrimarySkill::DEFENSE;
  574. break;
  575. }
  576. bonus->limiter.reset(new HasAnotherBonusLimiter(Bonus::DRAGON_NATURE));
  577. hs->addNewBonus(bonus);
  578. break;
  579. default:
  580. logGlobal->warnStream() << "Unexpected hero specialty " << type;
  581. }
  582. }
  583. specialty.push_back(hs); //will it work?
  584. for (auto hs2 : type->specialty) //copy active (probably growing) bonuses from hero prootype to hero object
  585. {
  586. auto hs = new HeroSpecial();
  587. attachTo(hs); //do we ever need to detach it?
  588. hs->setNodeType(CBonusSystemNode::SPECIALTY);
  589. for (auto bonus : hs2.bonuses)
  590. {
  591. hs->addNewBonus (bonus);
  592. }
  593. hs->growsWithLevel = hs2.growsWithLevel;
  594. specialty.push_back(hs); //will it work?
  595. }
  596. //initialize bonuses
  597. recreateSecondarySkillsBonuses();
  598. Updatespecialty();
  599. mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
  600. type->name = name;
  601. }
  602. void CGHeroInstance::Updatespecialty() //TODO: calculate special value of bonuses on-the-fly?
  603. {
  604. for (auto hs : specialty)
  605. {
  606. if (hs->growsWithLevel)
  607. {
  608. //const auto &creatures = VLC->creh->creatures;
  609. for(Bonus * b : hs->getBonusList())
  610. {
  611. switch (b->type)
  612. {
  613. case Bonus::SECONDARY_SKILL_PREMY:
  614. b->val = (hs->valOfBonuses(Bonus::SPECIAL_SECONDARY_SKILL, b->subtype) * level);
  615. break; //use only hero skills as bonuses to avoid feedback loop
  616. case Bonus::PRIMARY_SKILL: //for creatures, that is
  617. {
  618. const CCreature * cre = nullptr;
  619. int creLevel = 0;
  620. if (auto creatureLimiter = std::dynamic_pointer_cast<CCreatureTypeLimiter>(b->limiter)) //TODO: more general eveluation of bonuses?
  621. {
  622. cre = creatureLimiter->creature;
  623. creLevel = cre->level;
  624. if (!creLevel)
  625. {
  626. creLevel = 5; //treat ballista as tier 5
  627. }
  628. }
  629. else //no creature found, can't calculate value
  630. {
  631. logGlobal->warnStream() << "Primary skill specialty growth supported only with creature type limiters";
  632. break;
  633. }
  634. double primSkillModifier = (int)(level / creLevel) / 20.0;
  635. int param;
  636. switch (b->subtype)
  637. {
  638. case PrimarySkill::ATTACK:
  639. param = cre->Attack();
  640. break;
  641. case PrimarySkill::DEFENSE:
  642. param = cre->Defense();
  643. break;
  644. default:
  645. continue;
  646. }
  647. b->val = ceil(param * (1 + primSkillModifier)) - param; //yep, overcomplicated but matches original
  648. break;
  649. }
  650. }
  651. }
  652. }
  653. }
  654. }
  655. void CGHeroInstance::recreateSecondarySkillsBonuses()
  656. {
  657. auto secondarySkillsBonuses = getBonuses(Selector::sourceType(Bonus::SECONDARY_SKILL));
  658. for(auto bonus : *secondarySkillsBonuses)
  659. removeBonus(bonus);
  660. for(auto skill_info : secSkills)
  661. updateSkill(SecondarySkill(skill_info.first), skill_info.second);
  662. }
  663. void CGHeroInstance::updateSkill(SecondarySkill which, int val)
  664. {
  665. if(which == SecondarySkill::LEADERSHIP || which == SecondarySkill::LUCK)
  666. { //luck-> VLC->generaltexth->arraytxt[73+luckSkill]; VLC->generaltexth->arraytxt[104+moraleSkill]
  667. bool luck = which == SecondarySkill::LUCK;
  668. Bonus::BonusType type[] = {Bonus::MORALE, Bonus::LUCK};
  669. Bonus *b = getBonusLocalFirst(Selector::type(type[luck]).And(Selector::sourceType(Bonus::SECONDARY_SKILL)));
  670. if(!b)
  671. {
  672. b = new Bonus(Bonus::PERMANENT, type[luck], Bonus::SECONDARY_SKILL, +val, which, which, Bonus::BASE_NUMBER);
  673. addNewBonus(b);
  674. }
  675. else
  676. b->val = +val;
  677. }
  678. else if(which == SecondarySkill::DIPLOMACY) //surrender discount: 20% per level
  679. {
  680. if(Bonus *b = getBonusLocalFirst(Selector::type(Bonus::SURRENDER_DISCOUNT).And(Selector::sourceType(Bonus::SECONDARY_SKILL))))
  681. b->val = +val;
  682. else
  683. addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::SURRENDER_DISCOUNT, Bonus::SECONDARY_SKILL, val * 20, which));
  684. }
  685. int skillVal = 0;
  686. switch (which)
  687. {
  688. case SecondarySkill::ARCHERY:
  689. switch (val)
  690. {
  691. case 1:
  692. skillVal = 10; break;
  693. case 2:
  694. skillVal = 25; break;
  695. case 3:
  696. skillVal = 50; break;
  697. }
  698. break;
  699. case SecondarySkill::LOGISTICS:
  700. skillVal = 10 * val; break;
  701. case SecondarySkill::NAVIGATION:
  702. skillVal = 50 * val; break;
  703. case SecondarySkill::MYSTICISM:
  704. skillVal = val; break;
  705. case SecondarySkill::EAGLE_EYE:
  706. skillVal = 30 + 10 * val; break;
  707. case SecondarySkill::NECROMANCY:
  708. skillVal = 10 * val; break;
  709. case SecondarySkill::LEARNING:
  710. skillVal = 5 * val; break;
  711. case SecondarySkill::OFFENCE:
  712. skillVal = 10 * val; break;
  713. case SecondarySkill::ARMORER:
  714. skillVal = 5 * val; break;
  715. case SecondarySkill::INTELLIGENCE:
  716. skillVal = 25 << (val-1); break;
  717. case SecondarySkill::SORCERY:
  718. skillVal = 5 * val; break;
  719. case SecondarySkill::RESISTANCE:
  720. skillVal = 5 << (val-1); break;
  721. case SecondarySkill::FIRST_AID:
  722. skillVal = 25 + 25*val; break;
  723. case SecondarySkill::ESTATES:
  724. skillVal = 125 << (val-1); break;
  725. }
  726. Bonus::ValueType skillValType = skillVal ? Bonus::BASE_NUMBER : Bonus::INDEPENDENT_MIN;
  727. if(Bonus * b = getBonusList().getFirst(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, which)
  728. .And(Selector::sourceType(Bonus::SECONDARY_SKILL)))) //only local hero bonus
  729. {
  730. b->val = skillVal;
  731. b->valType = skillValType;
  732. }
  733. else
  734. {
  735. auto bonus = new Bonus(Bonus::PERMANENT, Bonus::SECONDARY_SKILL_PREMY, Bonus::SECONDARY_SKILL, skillVal, id.getNum(), which, skillValType);
  736. bonus->source = Bonus::SECONDARY_SKILL;
  737. addNewBonus(bonus);
  738. }
  739. }
  740. void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
  741. {
  742. if(what == ObjProperty::PRIMARY_STACK_COUNT)
  743. setStackCount(SlotID(0), val);
  744. }
  745. double CGHeroInstance::getFightingStrength() const
  746. {
  747. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
  748. }
  749. double CGHeroInstance::getMagicStrength() const
  750. {
  751. return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
  752. }
  753. double CGHeroInstance::getHeroStrength() const
  754. {
  755. return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
  756. }
  757. ui64 CGHeroInstance::getTotalStrength() const
  758. {
  759. double ret = getFightingStrength() * getArmyStrength();
  760. return (ui64) ret;
  761. }
  762. TExpType CGHeroInstance::calculateXp(TExpType exp) const
  763. {
  764. return exp * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::LEARNING))/100.0;
  765. }
  766. ui8 CGHeroInstance::getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool) const
  767. {
  768. si16 skill = -1; //skill level
  769. spell->forEachSchool([&, this](const SpellSchoolInfo & cnf, bool & stop)
  770. {
  771. int thisSchool = std::max<int>(getSecSkillLevel(cnf.skill), valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << ((ui8)cnf.id)));
  772. if(thisSchool > skill)
  773. {
  774. skill = thisSchool;
  775. if(outSelectedSchool)
  776. *outSelectedSchool = (ui8)cnf.id;
  777. }
  778. });
  779. vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
  780. vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->id.toEnum())); //given by artifact or other effect
  781. assert(skill >= 0 && skill <= 3);
  782. return skill;
  783. }
  784. ui32 CGHeroInstance::getSpellBonus(const CSpell * spell, ui32 base, const CStack * affectedStack) const
  785. {
  786. //applying sorcery secondary skill
  787. base *= (100.0 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0;
  788. base *= (100.0 + valOfBonuses(Bonus::SPELL_DAMAGE) + valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spell->id.toEnum())) / 100.0;
  789. spell->forEachSchool([&base, this](const SpellSchoolInfo & cnf, bool & stop)
  790. {
  791. base *= (100.0 + valOfBonuses(cnf.damagePremyBonus)) / 100.0;
  792. stop = true; //only bonus from one school is used
  793. });
  794. if (affectedStack && affectedStack->getCreature()->level) //Hero specials like Solmyr, Deemer
  795. base *= (100. + ((valOfBonuses(Bonus::SPECIAL_SPELL_LEV, spell->id.toEnum()) * level) / affectedStack->getCreature()->level)) / 100.0;
  796. return base;
  797. }
  798. int CGHeroInstance::getEffectLevel(const CSpell * spell) const
  799. {
  800. if(hasBonusOfType(Bonus::MAXED_SPELL, spell->id))
  801. return 3;//todo: recheck specialty from where this bonus is. possible bug
  802. else
  803. return getSpellSchoolLevel(spell);
  804. }
  805. int CGHeroInstance::getEffectPower(const CSpell * spell) const
  806. {
  807. return getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  808. }
  809. int CGHeroInstance::getEnchantPower(const CSpell * spell) const
  810. {
  811. return getPrimSkillLevel(PrimarySkill::SPELL_POWER) + valOfBonuses(Bonus::SPELL_DURATION);
  812. }
  813. int CGHeroInstance::getEffectValue(const CSpell * spell) const
  814. {
  815. return 0;
  816. }
  817. const PlayerColor CGHeroInstance::getOwner() const
  818. {
  819. return tempOwner;
  820. }
  821. bool CGHeroInstance::canCastThisSpell(const CSpell * spell) const
  822. {
  823. if(nullptr == getArt(ArtifactPosition::SPELLBOOK))
  824. return false;
  825. const bool isAllowed = IObjectInterface::cb->isAllowed(0, spell->id);
  826. const bool inSpellBook = vstd::contains(spells, spell->id);
  827. const bool specificBonus = hasBonusOfType(Bonus::SPELL, spell->id);
  828. bool schoolBonus = false;
  829. spell->forEachSchool([this, &schoolBonus](const SpellSchoolInfo & cnf, bool & stop)
  830. {
  831. if(hasBonusOfType(cnf.knoledgeBonus))
  832. {
  833. schoolBonus = stop = true;
  834. }
  835. });
  836. const bool levelBonus = hasBonusOfType(Bonus::SPELLS_OF_LEVEL, spell->level);
  837. if (spell->isSpecialSpell())
  838. {
  839. if (inSpellBook)
  840. {//hero has this spell in spellbook
  841. logGlobal->errorStream() << "Special spell " << spell->name << "in spellbook.";
  842. }
  843. return specificBonus;
  844. }
  845. else if(!isAllowed)
  846. {
  847. if (inSpellBook)
  848. {//hero has this spell in spellbook
  849. logGlobal->errorStream() << "Banned spell " << spell->name << " in spellbook.";
  850. }
  851. return specificBonus || schoolBonus || levelBonus;
  852. }
  853. else
  854. {
  855. return inSpellBook || schoolBonus || specificBonus || levelBonus;
  856. }
  857. }
  858. /**
  859. * Calculates what creatures and how many to be raised from a battle.
  860. * @param battleResult The results of the battle.
  861. * @return Returns a pair with the first value indicating the ID of the creature
  862. * type and second value the amount. Both values are returned as -1 if necromancy
  863. * could not be applied.
  864. */
  865. CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
  866. {
  867. const ui8 necromancyLevel = getSecSkillLevel(SecondarySkill::NECROMANCY);
  868. // Hero knows necromancy or has Necromancer Cloak
  869. if (necromancyLevel > 0 || hasBonusOfType(Bonus::IMPROVED_NECROMANCY))
  870. {
  871. double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::NECROMANCY)/100.0;
  872. vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
  873. const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
  874. ui32 raisedUnits = 0;
  875. // Figure out what to raise and how many.
  876. const CreatureID creatureTypes[] = {CreatureID::SKELETON, CreatureID::WALKING_DEAD, CreatureID::WIGHTS, CreatureID::LICHES};
  877. const bool improvedNecromancy = hasBonusOfType(Bonus::IMPROVED_NECROMANCY);
  878. const CCreature *raisedUnitType = VLC->creh->creatures[creatureTypes[improvedNecromancy ? necromancyLevel : 0]];
  879. const ui32 raisedUnitHP = raisedUnitType->valOfBonuses(Bonus::STACK_HEALTH);
  880. //calculate creatures raised from each defeated stack
  881. for (auto & casualtie : casualties)
  882. {
  883. // Get lost enemy hit points convertible to units.
  884. CCreature * c = VLC->creh->creatures[casualtie.first];
  885. const ui32 raisedHP = c->valOfBonuses(Bonus::STACK_HEALTH) * casualtie.second * necromancySkill;
  886. raisedUnits += std::min<ui32>(raisedHP / raisedUnitHP, casualtie.second * necromancySkill); //limit to % of HP and % of original stack count
  887. }
  888. // Make room for new units.
  889. SlotID slot = getSlotFor(raisedUnitType->idNumber);
  890. if (slot == SlotID())
  891. {
  892. // If there's no room for unit, try it's upgraded version 2/3rds the size.
  893. raisedUnitType = VLC->creh->creatures[*raisedUnitType->upgrades.begin()];
  894. raisedUnits = (raisedUnits*2)/3;
  895. slot = getSlotFor(raisedUnitType->idNumber);
  896. }
  897. if (raisedUnits <= 0)
  898. raisedUnits = 1;
  899. return CStackBasicDescriptor(raisedUnitType->idNumber, raisedUnits);
  900. }
  901. return CStackBasicDescriptor();
  902. }
  903. /**
  904. * Show the necromancy dialog with information about units raised.
  905. * @param raisedStack Pair where the first element represents ID of the raised creature
  906. * and the second element the amount.
  907. */
  908. void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack) const
  909. {
  910. InfoWindow iw;
  911. iw.soundID = soundBase::pickup01 + cb->gameState()->getRandomGenerator().nextInt(6);
  912. iw.player = tempOwner;
  913. iw.components.push_back(Component(raisedStack));
  914. if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
  915. {
  916. iw.text.addTxt(MetaString::GENERAL_TXT, 145);
  917. iw.text.addReplacement(raisedStack.count);
  918. }
  919. else // Practicing the dark arts of necromancy, ... (singular)
  920. {
  921. iw.text.addTxt(MetaString::GENERAL_TXT, 146);
  922. }
  923. iw.text.addReplacement(raisedStack);
  924. cb->showInfoDialog(&iw);
  925. }
  926. /*
  927. int3 CGHeroInstance::getSightCenter() const
  928. {
  929. return getPosition(false);
  930. }*/
  931. int CGHeroInstance::getSightRadious() const
  932. {
  933. return 5 + getSecSkillLevel(SecondarySkill::SCOUTING) + valOfBonuses(Bonus::SIGHT_RADIOUS); //default + scouting
  934. }
  935. si32 CGHeroInstance::manaRegain() const
  936. {
  937. if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))
  938. return manaLimit();
  939. return 1 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 8) + valOfBonuses(Bonus::MANA_REGENERATION); //1 + Mysticism level
  940. }
  941. // /**
  942. // * Places an artifact in hero's backpack. If it's a big artifact equips it
  943. // * or discards it if it cannot be equipped.
  944. // */
  945. // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
  946. // {
  947. // CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object
  948. // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
  949. // ai->putAt(this, ai->firstAvailableSlot(this));
  950. // }
  951. int CGHeroInstance::getBoatType() const
  952. {
  953. switch(type->heroClass->getAlignment())
  954. {
  955. case EAlignment::GOOD:
  956. return 1;
  957. case EAlignment::EVIL:
  958. return 0;
  959. case EAlignment::NEUTRAL:
  960. return 2;
  961. default:
  962. throw std::runtime_error("Wrong alignment!");
  963. }
  964. }
  965. void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
  966. {
  967. offsets =
  968. {
  969. int3(0,1,0), int3(0,-1,0), int3(-1,0,0), int3(+1,0,0), int3(1,1,0), int3(-1,1,0), int3(1,-1,0), int3(-1,-1,0)
  970. };
  971. }
  972. int CGHeroInstance::getSpellCost(const CSpell *sp) const
  973. {
  974. return sp->getCost(getSpellSchoolLevel(sp));
  975. }
  976. void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
  977. {
  978. assert(!hasBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, which)
  979. .And(Selector::sourceType(Bonus::HERO_BASE_SKILL))));
  980. addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id.getNum(), which));
  981. }
  982. EAlignment::EAlignment CGHeroInstance::getAlignment() const
  983. {
  984. return type->heroClass->getAlignment();
  985. }
  986. void CGHeroInstance::initExp()
  987. {
  988. exp = cb->gameState()->getRandomGenerator().nextInt(40, 89);
  989. }
  990. std::string CGHeroInstance::nodeName() const
  991. {
  992. return "Hero " + name;
  993. }
  994. void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art)
  995. {
  996. assert(!getArt(pos));
  997. art->putAt(ArtifactLocation(this, pos));
  998. }
  999. void CGHeroInstance::putInBackpack(CArtifactInstance *art)
  1000. {
  1001. putArtifact(art->firstBackpackSlot(this), art);
  1002. }
  1003. bool CGHeroInstance::hasSpellbook() const
  1004. {
  1005. return getArt(ArtifactPosition::SPELLBOOK);
  1006. }
  1007. void CGHeroInstance::deserializationFix()
  1008. {
  1009. artDeserializationFix(this);
  1010. for (auto hs : specialty)
  1011. {
  1012. attachTo (hs);
  1013. }
  1014. }
  1015. CBonusSystemNode * CGHeroInstance::whereShouldBeAttached(CGameState *gs)
  1016. {
  1017. if(visitedTown)
  1018. {
  1019. if(inTownGarrison)
  1020. return visitedTown;
  1021. else
  1022. return &visitedTown->townAndVis;
  1023. }
  1024. else
  1025. return CArmedInstance::whereShouldBeAttached(gs);
  1026. }
  1027. int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark /*= false*/) const
  1028. {
  1029. if(hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
  1030. return (MPsBefore - basicCost) * static_cast<double>(maxMovePoints(disembark)) / maxMovePoints(!disembark);
  1031. return 0; //take all MPs otherwise
  1032. }
  1033. CGHeroInstance::ECanDig CGHeroInstance::diggingStatus() const
  1034. {
  1035. if(movement < maxMovePoints(true))
  1036. return LACK_OF_MOVEMENT;
  1037. else if(cb->getTile(getPosition(false))->terType == ETerrainType::WATER)
  1038. return WRONG_TERRAIN;
  1039. else
  1040. {
  1041. const TerrainTile *t = cb->getTile(getPosition());
  1042. //TODO look for hole
  1043. //CGI->mh->getTerrainDescr(h->getPosition(false), hlp, false);
  1044. if(/*hlp.length() || */t->blockingObjects.size() > 1)
  1045. return TILE_OCCUPIED;
  1046. else
  1047. return CAN_DIG;
  1048. }
  1049. }
  1050. ArtBearer::ArtBearer CGHeroInstance::bearerType() const
  1051. {
  1052. return ArtBearer::HERO;
  1053. }
  1054. std::vector<SecondarySkill> CGHeroInstance::getLevelUpProposedSecondarySkills() const
  1055. {
  1056. std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
  1057. if (!skillsInfo.wisdomCounter)
  1058. {
  1059. if (cb->isAllowed(2, SecondarySkill::WISDOM) && !getSecSkillLevel(SecondarySkill::WISDOM))
  1060. obligatorySkills.push_back(SecondarySkill::WISDOM);
  1061. }
  1062. if (!skillsInfo.magicSchoolCounter)
  1063. {
  1064. std::vector<SecondarySkill> ss =
  1065. {
  1066. SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC
  1067. };
  1068. std::shuffle(ss.begin(), ss.end(), skillsInfo.rand.getStdGenerator());
  1069. for (auto skill : ss)
  1070. {
  1071. if (cb->isAllowed(2, skill) && !getSecSkillLevel(skill)) //only schools hero doesn't know yet
  1072. {
  1073. obligatorySkills.push_back(skill);
  1074. break; //only one
  1075. }
  1076. }
  1077. }
  1078. std::vector<SecondarySkill> skills;
  1079. //picking sec. skills for choice
  1080. std::set<SecondarySkill> basicAndAdv, expert, none;
  1081. for(int i=0;i<GameConstants::SKILL_QUANTITY;i++)
  1082. if (cb->isAllowed(2,i))
  1083. none.insert(SecondarySkill(i));
  1084. for(auto & elem : secSkills)
  1085. {
  1086. if(elem.second < SecSkillLevel::EXPERT)
  1087. basicAndAdv.insert(elem.first);
  1088. else
  1089. expert.insert(elem.first);
  1090. none.erase(elem.first);
  1091. }
  1092. for (auto s : obligatorySkills) //don't duplicate them
  1093. {
  1094. none.erase (s);
  1095. basicAndAdv.erase (s);
  1096. expert.erase (s);
  1097. }
  1098. //first offered skill:
  1099. // 1) give obligatory skill
  1100. // 2) give any other new skill
  1101. // 3) upgrade existing
  1102. if (canLearnSkill() && obligatorySkills.size() > 0)
  1103. {
  1104. skills.push_back (obligatorySkills[0]);
  1105. }
  1106. else if(none.size() && canLearnSkill()) //hero have free skill slot
  1107. {
  1108. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //new skill
  1109. none.erase(skills.back());
  1110. }
  1111. else if(!basicAndAdv.empty())
  1112. {
  1113. skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand)); //upgrade existing
  1114. basicAndAdv.erase(skills.back());
  1115. }
  1116. //second offered skill:
  1117. //1) upgrade existing
  1118. //2) give obligatory skill
  1119. //3) give any other new skill
  1120. if(!basicAndAdv.empty())
  1121. {
  1122. SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.rand);//upgrade existing
  1123. skills.push_back(s);
  1124. basicAndAdv.erase(s);
  1125. }
  1126. else if (canLearnSkill() && obligatorySkills.size() > 1)
  1127. {
  1128. skills.push_back (obligatorySkills[1]);
  1129. }
  1130. else if(none.size() && canLearnSkill())
  1131. {
  1132. skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.rand)); //give new skill
  1133. none.erase(skills.back());
  1134. }
  1135. if (skills.size() == 2) // Fix for #1868 to avoid changing logic (possibly causing bugs in process)
  1136. std::swap(skills[0], skills[1]);
  1137. return skills;
  1138. }
  1139. PrimarySkill::PrimarySkill CGHeroInstance::nextPrimarySkill() const
  1140. {
  1141. assert(gainsLevel());
  1142. int randomValue = cb->gameState()->getRandomGenerator().nextInt(99), pom = 0, primarySkill = 0;
  1143. const auto & skillChances = (level > 9) ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel;
  1144. for(; primarySkill < GameConstants::PRIMARY_SKILLS; ++primarySkill)
  1145. {
  1146. pom += skillChances[primarySkill];
  1147. if(randomValue < pom)
  1148. {
  1149. break;
  1150. }
  1151. }
  1152. logGlobal->traceStream() << "The hero gets the primary skill " << primarySkill << " with a probability of " << randomValue << "%.";
  1153. return static_cast<PrimarySkill::PrimarySkill>(primarySkill);
  1154. }
  1155. boost::optional<SecondarySkill> CGHeroInstance::nextSecondarySkill() const
  1156. {
  1157. assert(gainsLevel());
  1158. boost::optional<SecondarySkill> chosenSecondarySkill;
  1159. const auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1160. if(!proposedSecondarySkills.empty())
  1161. {
  1162. std::vector<SecondarySkill> learnedSecondarySkills;
  1163. for(auto secondarySkill : proposedSecondarySkills)
  1164. {
  1165. if(getSecSkillLevel(secondarySkill) > 0)
  1166. {
  1167. learnedSecondarySkills.push_back(secondarySkill);
  1168. }
  1169. }
  1170. auto & rand = cb->gameState()->getRandomGenerator();
  1171. if(learnedSecondarySkills.empty())
  1172. {
  1173. // there are only new skills to learn, so choose anyone of them
  1174. chosenSecondarySkill = *RandomGeneratorUtil::nextItem(proposedSecondarySkills, rand);
  1175. }
  1176. else
  1177. {
  1178. // preferably upgrade a already learned secondary skill
  1179. chosenSecondarySkill = *RandomGeneratorUtil::nextItem(learnedSecondarySkills, rand);
  1180. }
  1181. }
  1182. return chosenSecondarySkill;
  1183. }
  1184. void CGHeroInstance::setPrimarySkill(PrimarySkill::PrimarySkill primarySkill, si64 value, ui8 abs)
  1185. {
  1186. if(primarySkill < PrimarySkill::EXPERIENCE)
  1187. {
  1188. Bonus * skill = getBonusLocalFirst(Selector::type(Bonus::PRIMARY_SKILL)
  1189. .And(Selector::subtype(primarySkill))
  1190. .And(Selector::sourceType(Bonus::HERO_BASE_SKILL)));
  1191. assert(skill);
  1192. if(abs)
  1193. {
  1194. skill->val = value;
  1195. }
  1196. else
  1197. {
  1198. skill->val += value;
  1199. }
  1200. }
  1201. else if(primarySkill == PrimarySkill::EXPERIENCE)
  1202. {
  1203. if(abs)
  1204. {
  1205. exp = value;
  1206. }
  1207. else
  1208. {
  1209. exp += value;
  1210. }
  1211. }
  1212. }
  1213. bool CGHeroInstance::gainsLevel() const
  1214. {
  1215. return exp >= VLC->heroh->reqExp(level+1);
  1216. }
  1217. void CGHeroInstance::levelUp(std::vector<SecondarySkill> skills)
  1218. {
  1219. ++level;
  1220. //deterministic secondary skills
  1221. skillsInfo.magicSchoolCounter = (skillsInfo.magicSchoolCounter + 1) % maxlevelsToMagicSchool();
  1222. skillsInfo.wisdomCounter = (skillsInfo.wisdomCounter + 1) % maxlevelsToWisdom();
  1223. if(vstd::contains(skills, SecondarySkill::WISDOM))
  1224. {
  1225. skillsInfo.resetWisdomCounter();
  1226. }
  1227. SecondarySkill spellSchools[] = {
  1228. SecondarySkill::FIRE_MAGIC, SecondarySkill::AIR_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC};
  1229. for(auto skill : spellSchools)
  1230. {
  1231. if(vstd::contains(skills, skill))
  1232. {
  1233. skillsInfo.resetMagicSchoolCounter();
  1234. break;
  1235. }
  1236. }
  1237. //specialty
  1238. Updatespecialty();
  1239. }
  1240. void CGHeroInstance::levelUpAutomatically()
  1241. {
  1242. while(gainsLevel())
  1243. {
  1244. const auto primarySkill = nextPrimarySkill();
  1245. setPrimarySkill(primarySkill, 1, false);
  1246. auto proposedSecondarySkills = getLevelUpProposedSecondarySkills();
  1247. const auto secondarySkill = nextSecondarySkill();
  1248. if(secondarySkill)
  1249. {
  1250. setSecSkillLevel(*secondarySkill, 1, false);
  1251. }
  1252. //TODO why has the secondary skills to be passed to the method?
  1253. levelUp(proposedSecondarySkills);
  1254. }
  1255. }
  1256. bool CGHeroInstance::hasVisions(const CGObjectInstance * target, const int subtype) const
  1257. {
  1258. //VISIONS spell support
  1259. const std::string cached = boost::to_string((boost::format("type_%d__subtype_%d") % Bonus::VISIONS % subtype));
  1260. const int visionsMultiplier = valOfBonuses(Selector::typeSubtype(Bonus::VISIONS,subtype), cached);
  1261. int visionsRange = visionsMultiplier * getPrimSkillLevel(PrimarySkill::SPELL_POWER);
  1262. if (visionsMultiplier > 0)
  1263. vstd::amax(visionsRange, 3); //minimum range is 3 tiles, but only if VISIONS bonus present
  1264. const int distance = target->pos.dist2d(getPosition(false));
  1265. //logGlobal->debug(boost::to_string(boost::format("Visions: dist %d, mult %d, range %d") % distance % visionsMultiplier % visionsRange));
  1266. return (distance < visionsRange) && (target->pos.z == pos.z);
  1267. }